Not sure I understand the question exactly
I probably wasn't clear that, having gotten into D3D11 recently, I hadn't previously gotten "under the hood" with regard to actually transferring data to the shader. In DX9, I had used row-major matrices with left-to-right multiplication order, shaders written in left-to-right fashion, and things worked. As osmanb implies, the DX9 effect I was using likely "hid" the transposing. Now that I have to do my own transposing, I had noticed row-major left-to-right on the CPU (D3DX/xna/DirectXMath) vs column-major left-to-right on the GPU and was curious. D3D11 is closer to the hardware and it's a learning process.
Cross-posted: Jason Z:
I would also recommend getting very familiar with the matrix classes you are using
Oh, I am now! Just converted my animated mesh loader/animation controller classes from D3DX to XNA math. Now that I transpose the animation mats before I stuff them into my cbSkin buffer, works just ducky!
I salute you all!
Edited by Buckeye, 06 May 2014 - 09:57 AM.
Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.
You don't forget how to play when you grow old; you grow old when you forget how to play.